Files
OpenRA/glsl/rgba.frag

43 lines
817 B
GLSL

uniform sampler2D DiffuseTexture;
uniform bool EnableDepthPreview;
varying vec4 vTexCoord;
float jet_r(float x)
{
return x < 0.7 ? 4.0 * x - 1.5 : -4.0 * x + 4.5;
}
float jet_g(float x)
{
return x < 0.5 ? 4.0 * x - 0.5 : -4.0 * x + 3.5;
}
float jet_b(float x)
{
return x < 0.3 ? 4.0 * x + 0.5 : -4.0 * x + 2.5;
}
void main()
{
vec4 c = texture2D(DiffuseTexture, vTexCoord.st);
// Discard any transparent fragments (both color and depth)
if (c.a == 0.0)
discard;
float depth = gl_FragCoord.z;
// Convert to window coords
gl_FragDepth = 0.5 * depth + 0.5;
if (EnableDepthPreview)
{
float x = 1.0 - gl_FragDepth;
float r = clamp(jet_r(x), 0.0, 1.0);
float g = clamp(jet_g(x), 0.0, 1.0);
float b = clamp(jet_b(x), 0.0, 1.0);
gl_FragColor = vec4(r, g, b, 1.0);
}
else
gl_FragColor = c;
}